Search found 1482 matches
- Sat Apr 15, 2017 4:36 pm
- Forum: General Chat
- Topic: Screenshots General
- Replies: 2758
- Views: 923770
Re: Screenshots General
Never has the term "Panic Siphon" been more appropriate
- Fri Apr 14, 2017 9:20 am
- Forum: General Chat
- Topic: Stories of rage, tears and regret
- Replies: 2833
- Views: 858658
Re: Stories of rage, tears and regret
I like to run a gimmick when I get traitor, I get sleeping carp, maybe an agent ID, and and dress like a ninja. Instead of running around punching people I just grab a plant, a box, or some other method of hiding and make myself look as suspicious as humanly possible. following people, hiding in sha...
- Thu Apr 13, 2017 9:49 am
- Forum: Ideas
- Topic: Cybernetic ears - (radio & radioscopic)
- Replies: 14
- Views: 3278
Re: Cybernetic ears - (radio & radioscopic)
not larva, dont want people getting cat ears to powergame what is basically a flavor thing.FantasticFwoosh wrote:Cat ears can hear sihouettes of small creatures like mice, larva and drones moving about if they wear mesons. Reasonable? Just really downscaled radioscopic ears.
- Thu Apr 13, 2017 9:33 am
- Forum: General Chat
- Topic: Stories of Awesome (Or something close to it.)
- Replies: 2028
- Views: 660049
Re: Stories of Awesome (Or something close to it.)
nice little meme TC trade that went off well. >be virologist (duh) *snip* >bunch of people in comfy chairs around a few tables talking about the plush carp >i tell them to wait >i tell them we will all become carps >i tell them it says it loves us all >did i mention i had a payload of 20 carps >and...
- Thu Apr 13, 2017 9:25 am
- Forum: General Chat
- Topic: spacemen now speaking chinese
- Replies: 41
- Views: 9463
Re: spacemen now speaking chinese
please we clearly use our vast psionic potential to beam our thoughts directly into your heads complete with propaganda on a more serious, non-shitposting note, why dont lizards and plasmen have their own language? I know people dont like lizard metafriendship but it would definitely be interesting...
- Thu Apr 13, 2017 2:46 am
- Forum: General Chat
- Topic: spacemen now speaking chinese
- Replies: 41
- Views: 9463
Re: spacemen now speaking chinese
Now that I think about it this is probably a firefly reference. English/Chinese or English/Japanese language fusion has been kind of a staple of near future sci-fi since the late 70s. Firefly did it, Shadowrun did it, it fits the setting and I kinda like it. "Diversity" is a non-issue, it...
- Tue Apr 11, 2017 5:38 pm
- Forum: Ideas
- Topic: Split Alien Infestation event in two
- Replies: 14
- Views: 3777
Re: Split Alien Infestation event in two
This an idea I had as a result of a few discussions I had about playing as aliens. Rather than have a single Alien Infestation , I recommend we split it in two - Alien Infestation and Alien Hunt . Base events remain the same as always, but with some small changes. Alien Infestation would work the s...
- Tue Apr 11, 2017 4:40 am
- Forum: Coding Feedback
- Topic: Freon [and holodeck gasses, and freon in general]
- Replies: 82
- Views: 16589
Re: Freon [and holodeck gasses, and freon in general]
this won't be fixed until freeze over because >VR removals are allowed during feature freeze. seriously, this is still a fucking problem, someone either remove freon or remove the fucking holodeck winter wonderland and the problem is SOLVED, stop overthinking this and FIX IT. worry about making a b...
- Mon Apr 10, 2017 5:06 am
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 85007
Re: Cerestation (WIP) (Size Poll)
Big thing I'm noticing from rounds is that the major complaint with the map is the spacing. While I enjoy the idea of being spaced out and isolating departments, it seems to be more of a minority opinion when it comes to playing. I've added a poll to the thread to figure out whether or not I should...
- Fri Apr 07, 2017 5:53 pm
- Forum: Closed Policy Discussion
- Topic: Searching for the Nuke Op shuttle
- Replies: 57
- Views: 13072
Re: Searching for the Nuke Op shuttle
Frankly I think counter attacking the nuke shuttle is an interesting play the crew can make, however tossing a maxcap or teleporting the bomb with telesci is boring as hell. Is it possible to make the shuttle walls block explosions? That way if you want to bomb the shuttle you will at least be requi...
- Wed Apr 05, 2017 1:02 am
- Forum: Coding Feedback
- Topic: Freon [and holodeck gasses, and freon in general]
- Replies: 82
- Views: 16589
Re: Freon [and holodeck gasses, and freon in general]
This is still a problem, murdering the entire crew, trapping new arrivals on the shuttle lest they face death, and making boring as fuck rounds for 50 people, and occasionally crashing the server.
For Christ's sake someone please fix it, this is becoming too fucking common.
For Christ's sake someone please fix it, this is becoming too fucking common.
- Tue Apr 04, 2017 8:13 pm
- Forum: Ideas
- Topic: Chemistry reinforcement on box
- Replies: 150
- Views: 30675
Re: Chemistry reinforcement on box
5 units of sulfanol and a syringe gun works wonders. nothing quite like handing out free naps.ShadowDimentio wrote:It takes five seconds to make a spray bottle of acid. You have no excuse if you can't do that, at least.
- Tue Apr 04, 2017 2:35 pm
- Forum: Coding Feedback
- Topic: Clock Cult
- Replies: 48
- Views: 9829
Re: Clock Cult
Massive +1 on the stealing electrical power instead of resources. Having mini power sinks all round will make the cult feel much more antagonistic. Well the argument against that is you'll notice the higher than normal power drain and shut that shit down Sure, and fuck the entire station in the pro...
- Tue Apr 04, 2017 11:13 am
- Forum: Ideas
- Topic: Chemistry reinforcement on box
- Replies: 150
- Views: 30675
Re: Chemistry reinforcement on box
>botany used to be a chill job where you could never worry about plant stats and you'd be ok since you were mainly growing food for the chef and maybe some deathnettles or bananas on the side >now it's GOTTA HAVE MUTAGEN GOTTA GET PLANT-BASED WMDS NOW!!! That's what I'm saying. What happened to tha...
- Tue Apr 04, 2017 2:10 am
- Forum: Ideas
- Topic: Chemistry reinforcement on box
- Replies: 150
- Views: 30675
Re: Chemistry reinforcement on box
I'll just give the botanists a chemmaster so they don't have to steal it anymore then everyone'll be happy Please no, this interaction is fun, some conflict is good and being 100% self sufficent makes the game boring. Botany already has the ability to make its own mutagen with blumpkins and glowshr...
- Sun Apr 02, 2017 3:07 pm
- Forum: Coding Feedback
- Topic: Remove the Veterinarian and Beach Bum roles
- Replies: 109
- Views: 27441
Re: Remove the Veterinarian and Beach Bum roles
I say keep the ruins but remove the ghost role spawners. those ruins have some decent loot in them that both miners and lavaland roles can find useful. the beach bums area is the only lavaland source of booze for the mining mixed drink, and the vet ruin gives a great source for medical supplies as w...
- Sun Apr 02, 2017 2:56 pm
- Forum: Coding Feedback
- Topic: Da Ebow
- Replies: 193
- Views: 37319
Re: Da Ebow
I wonder why traitors even get access to more powerful weapons in the first place. why not simply have the TCs be used to send them bog-standard equipment that can be ordered from cargo? it would give traitors a bit more of an alibi and remove the "traitor gear = Valid" idea security tends...
- Sun Apr 02, 2017 2:49 pm
- Forum: Coding Feedback
- Topic: Clock Cult
- Replies: 48
- Views: 9829
Re: Clock Cult
How do you make clock cult more of a threat for the entire round and not just at the end though? would having them need to steal actual resources from the station help somewhat? it wouldnt be a deadly threat but it would at least be somewhat antagonistic. maybe give them a bonus for siphoning power ...
- Sat Apr 01, 2017 5:09 pm
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 85007
Re: Cerestation (WIP)
The primary design element of this map, its size, is the primary reason why people do not like it. no amount of quantam pads are going to solve that, the station needs to be smushed together, reduce the distance between each island and the long hallways will be tolerable. the problem with this size...
- Sat Apr 01, 2017 4:03 pm
- Forum: Spriting and Mapping
- Topic: Cerestation (It's dead, Jim)
- Replies: 315
- Views: 85007
Re: Cerestation (WIP)
The primary design element of this map, its size, is the primary reason why people do not like it. no amount of quantam pads are going to solve that, the station needs to be smushed together, reduce the distance between each island and the long hallways will be tolerable. the problem with this size ...
- Thu Mar 30, 2017 10:38 am
- Forum: Coding Feedback
- Topic: Toxins Bombs
- Replies: 52
- Views: 11752
Re: Toxins Bombs
When nanotrasen does an internal combustion engine, it does one big.Knaive wrote:make an engine that transforms the kinetic energy of an explosion into electrical energy based on the destructive force
and then merge toxins with atmos
- Thu Mar 30, 2017 10:37 am
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
Every time I see botany it's just worse and worse even with the nerf, it's just not enough. botany is cancer it practically only exists now to cause problems in the community. all I see botanists do is be huge pricks to everyone on the station, whether antag or not. this sucks. this sucks hard. The...
- Thu Mar 30, 2017 5:50 am
- Forum: Coding Feedback
- Topic: His Grace
- Replies: 36
- Views: 13007
Re: His Grace
Frankly I think a powerful tool that is literally just used for murderboning is uncreative and disruptive to actual creative play and doesnt need to be a thing. It doesnt matter if it kills you in the end, by the time security is anywhere ready to fight you you already have enough people dead to kil...
- Tue Mar 28, 2017 4:12 am
- Forum: Coding Feedback
- Topic: Double Agent is godawful
- Replies: 41
- Views: 10223
Re: Double Agent is godawful
There is a reason why I typically buy sleeping carp if I suspect it is DA, if only so I dont instantly die to 2 revolver shots or get perma-stunned by an e-bow. maybe restrict the more destructive weapons from the uplink during DA? make DA uplike the opposite of the nuke ops uplink and have it focus...
- Mon Mar 27, 2017 6:57 pm
- Forum: Coding Feedback
- Topic: Toxins Bombs
- Replies: 52
- Views: 11752
Re: Toxins Bombs
Toxin's is supposed to be science's plasma research sector right? Maybe have it change plasma gas into different form with different effects, a concentrated plasma that burns hotter but for shorter periods, a energized plasma that powers everything around it, a hydrated plasma that coats everything ...
- Mon Mar 27, 2017 8:36 am
- Forum: Coding Feedback
- Topic: Freon [and holodeck gasses, and freon in general]
- Replies: 82
- Views: 16589
Re: Freon [and holodeck gasses, and freon in general]
As a 'participant' of that round, I can tell you that it killed pretty much everyone dead in under 10 seconds about 5 minutes into the round. I barely had enough time to go from my seat in chemistry to the sleepers in boxstation medbay before keeling over. This is worse than releasing a singulo and ...
- Mon Mar 27, 2017 8:07 am
- Forum: Planet Station Development
- Topic: Show us what you got!
- Replies: 41
- Views: 14019
Re: Show us what you got!
Will that Bluespace artillery be functional? That sounds like a recipie for FUN and a pretty good reason to go up to that z-level.
- Mon Mar 27, 2017 7:21 am
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
I don't think anyone in that thread understands that "overall less effective but still being able to cause griff/be a triage if u gud/lucky/have a lot of mutagen" was the entire purpose of the nerf. I think I've mentioned this several times now. This also hurts bad plants. Plants aren't c...
- Sun Mar 26, 2017 11:58 pm
- Forum: Coding Feedback
- Topic: DNA Manipulator Changes(not in changelog)
- Replies: 92
- Views: 23187
Re: DNA Manipulator Changes(not in changelog)
and go back to botany almost never being manned?Wyzack wrote:Just remove the damn thing and make these fucking whinging infants go back to the old way of botany if they can't stop tantruming
- Sun Mar 26, 2017 11:57 pm
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
What was the general reaction to that recent botany nerf? I've been away for a few days so I haven't gotten to see the reactions people had https://tgstation13.org/phpBB/viewtopic.php?f=10&t=10266 witness Oh, it looks like I can't read again, thanks It's a mesh of "This nerf is useless&quo...
- Fri Mar 24, 2017 10:57 pm
- Forum: Ideas
- Topic: Time Gate on Purchasing Syndie Bombs
- Replies: 52
- Views: 10322
Re: Time Gate on Purchasing Syndie Bombs
On a side note, having actual hard-mode traitor rounds would be kinda fun if you think about it. all the licence to griff none of the TC bullshit. youd have to think on your toes a bit
- Thu Mar 23, 2017 6:04 pm
- Forum: Ideas
- Topic: Time Gate on Purchasing Syndie Bombs
- Replies: 52
- Views: 10322
Re: Time Gate on Purchasing Syndie Bombs
Don't do half compromises, if the bombs are removed, then remove toxins too. They can do far worse in less time. It typically requires SOME time and you can be caught, plus if the RD is doing their job they should heavily restrict TTVs and monitor toxin's like a hawk. If you want to nerf toxins jus...
- Tue Mar 21, 2017 11:33 pm
- Forum: Coding Feedback
- Topic: DNA Manipulator Changes(not in changelog)
- Replies: 92
- Views: 23187
Re: DNA Manipulator Changes(not in changelog)
I am ok with this change, I would prefer the DNA machine involve a biomass cost instead as that would be a nice time gate but this works as a nice temp fix.
However production speed 9 is absolutely horrible, my god, make it 4 or 5 or something, 9 is literally the second worst possibility.
However production speed 9 is absolutely horrible, my god, make it 4 or 5 or something, 9 is literally the second worst possibility.
- Tue Mar 21, 2017 10:55 pm
- Forum: Ideas
- Topic: Botany Rework Idea
- Replies: 33
- Views: 7468
Re: Botany Rework Idea
I was thinking more, as I always do, and was wondering if adding more traits, but undesireable ones, Like random mutation or causing brute damage on harvest, would make botany a bit more interesting. This would mesh well with adding a biomatter cost to using the DNA manipulator as you could have a r...
- Mon Mar 20, 2017 4:25 pm
- Forum: Coding Feedback
- Topic: DNA Manipulator Changes(not in changelog)
- Replies: 92
- Views: 23187
Re: DNA Manipulator Changes(not in changelog)
Eh, I suggested this change more than once, if anything it means botany needs to bug RnD more. although production speed 9 base is REALLY shitty, 5 would be a better default.
Now, just get rid of ambrosia gaia auto-care and it will make botany raid RnD for parts more often.
Now, just get rid of ambrosia gaia auto-care and it will make botany raid RnD for parts more often.
- Sun Mar 19, 2017 12:35 pm
- Forum: Planet Station Development
- Topic: Jobs
- Replies: 21
- Views: 7978
Re: Jobs
Cargo are now salvagers. They get equipment for exploring the planet surface and caverns and getting useful stuff for the station, miners are similar but more focused on mining as usual. What stops miners from doing salvager's (should be called prospector, we New Vegas now) job? It's not like it's ...
- Sat Mar 18, 2017 11:53 pm
- Forum: Ideas
- Topic: ITT: We make shitty suggestions and come up with poor ideas.
- Replies: 3940
- Views: 1073210
Re: ITT: We make shitty suggestions and come up with poor id
Botany already has way too many destructive and weaponized plants... but I am a sucker for a good pun, so someone actually code this. FLAMING COCONUTS!Screemonster wrote:wrong threadDemonFiren wrote:Botany should get palm trees.
They should mutate into napalm trees.
- Sat Mar 18, 2017 6:24 pm
- Forum: Planet Station Development
- Topic: Planetary Station """""design""""" document
- Replies: 437
- Views: 127468
Re: Planetary Station """""design""""" document
I can imagine cargo's position being replaced with people just scavenging the place around the station for ruins to restock supplies. Not necessarily a new job to replace them, just "send a team of 2-3 people out to check out the nearby structure(s) and come back with whatever they can find&qu...
- Fri Mar 17, 2017 10:50 pm
- Forum: Ideas
- Topic: Botany Rework Idea
- Replies: 33
- Views: 7468
Re: Botany Rework Idea
Everybody's just trying to find ways to make botany as tedious as possible, even for people who want to do helpful stuff... The thing about fully upgraded hydroponics trays is they are almost as set and forget as ambrosia gaia trays, and they use an existing inter-departmental interaction instead o...
- Fri Mar 17, 2017 4:10 pm
- Forum: Ideas
- Topic: Botany Rework Idea
- Replies: 33
- Views: 7468
Re: Botany Rework Idea
I actually have been thinking a lot about this. Part of the problem is the self sufficiency and another is the lack of a cost to use the DNA machine, so I propose 3 things. First, remove the auto-water/feed feature from ambrosia gaia. This completely trivializes one of the main interactions between ...
- Mon Mar 13, 2017 4:42 pm
- Forum: Ideas
- Topic: Fixing the lack of depth: Medical
- Replies: 143
- Views: 28500
Re: Fixing the lack of depth: Medical
Maybe make serious injury less deadly and more debilitating? Sure. the basic medkits and sleepers can keep you fighting, but you need surgery to handle the more serious issues. I always make comparisons to goon, but they have a similar fast paced style of gameplay but also have combat cause injuries...
- Mon Mar 13, 2017 12:46 am
- Forum: Ideas
- Topic: Gentrify the HOS, they are now a police commisioner
- Replies: 37
- Views: 6515
Re: Gentrify the HOS, they are now a police commisioner
I actually like this idea. Part of the problem with giving heads of staff better and cooler looking gear is it attracts power-gamers to what should be a manager role. A robust HoS is nice to have but an HoS who manages his officers well is much more valuable. I honestly disagree with Steelpoints Ide...
- Mon Mar 13, 2017 12:40 am
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
Glowcap's red glow is actually rather nice, makes for a creepy atmosphere during cult rounds. but yeah, it seems that botany has gotten a bit too many things that cause exponential growth, kudzu is fine, but darkshrooms need to have their HP reduced so they can be removed easily. Also, Nerf the HP o...
- Sat Mar 11, 2017 11:55 am
- Forum: Ideas
- Topic: Lock the shuttle call to an hour after round begins
- Replies: 29
- Views: 5929
Re: Lock the shuttle call to an hour after round begins
Dont you have the ability to measure crew survival percentage as well as station damage percentage? what if you simply locked the shuttle behind a vote until a certain threshold of overall station damage is met. maybe have the vote shuttle be called crew transfer shuttle and the threshold shuttle be...
- Thu Mar 09, 2017 11:09 am
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
There was an interesting discussion in game about how tomatos work. it turns out that they inject by default, without the hypodermic prickles trait, when they hit someone. Now you would think that it would default to contact instead of inject, which would make most poisons require a bit more work to...
- Wed Mar 08, 2017 5:35 pm
- Forum: Ideas
- Topic: Moving Away from Stun and Done combat
- Replies: 188
- Views: 33502
Re: Moving Away from Stun and Done combat
Maybe have taking brute or burn damage cause the target to generate an "adrenaline" chemical in their system that dramatically reduces stun effects, it would make non-lethal takedowns possible and prevent easy stun and done kills, as actually doing life threatening damage to someone makes ...
- Mon Mar 06, 2017 7:47 pm
- Forum: Ideas
- Topic: The syndicate binary interface implant.
- Replies: 29
- Views: 6294
Re: The syndicate binary interface implant.
It would be a nice metabreaker to rogue AIs as well, as you can use this implant to fake a rogue AI if you hide in a locker and use it or something.
- Mon Mar 06, 2017 7:45 pm
- Forum: Coding Feedback
- Topic: Botany
- Replies: 74
- Views: 20163
Re: Botany
Botany only requires one change and that is removing ambrosia gaia automatic plant care. That way making and mass producing your plants requires a little more work than none at all. Other than that, botany is about as powerful as any other department, with the added problem of being in plain view of...
- Mon Mar 06, 2017 3:48 am
- Forum: Ideas
- Topic: Moving Away from Stun and Done combat
- Replies: 188
- Views: 33502
Re: Moving Away from Stun and Done combat
Why do disablers do more stamina damage and slowdown than lasers in the first place? why not just have disablers do 20 stamina damage, so they are just a way to disable someone without putting them into crit. If someone managed to down you with a disabler under this system you really dont have room ...
- Mon Mar 06, 2017 3:46 am
- Forum: Closed Policy Discussion
- Topic: Drone laws
- Replies: 119
- Views: 27730
Re: Drone laws
The strictness of drone laws makes me kind of sad to be honest. They seem to be a holdover from when there were no other methods of perma-dead people from coming back into the round. Now there are several ghost roles that give you full ability to roleplay with other players and effect the round. So ...